/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_COMBATAI_H
#define ARKCORE_COMBATAI_H

#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

class Creature;

class AggressorAI: public CreatureAI {
public:
	explicit AggressorAI(Creature *c) :
			CreatureAI(c) {
	}

	void UpdateAI(const uint32);
	static int Permissible(const Creature *);
};

typedef std::vector<uint32> SpellVct;

class CombatAI: public CreatureAI {
public:
	explicit CombatAI(Creature *c) :
			CreatureAI(c) {
	}

	void InitializeAI();
	void Reset();
	void EnterCombat(Unit* who);
	void JustDied(Unit *killer);
	void UpdateAI(const uint32 diff);
	static int Permissible(const Creature *);
protected:
	EventMap events;
	SpellVct spells;
};

class CasterAI: public CombatAI {
public:
	explicit CasterAI(Creature *c) :
			CombatAI(c) {
		m_attackDist = MELEE_RANGE;
	}
	void InitializeAI();
	void AttackStart(Unit * victim) {
		AttackStartCaster(victim, m_attackDist);
	}
	void UpdateAI(const uint32 diff);
	void EnterCombat(Unit * /*who*/);
private:
	float m_attackDist;
};

struct ArchorAI: public CreatureAI {
public:
	explicit ArchorAI(Creature *c);
	void AttackStart(Unit *who);
	void UpdateAI(const uint32 diff);

	static int Permissible(const Creature *);
protected:
	float m_minRange;
};

struct TurretAI: public CreatureAI {
public:
	explicit TurretAI(Creature *c);
	bool CanAIAttack(const Unit *who) const;
	void AttackStart(Unit *who);
	void UpdateAI(const uint32 diff);

	static int Permissible(const Creature *);
protected:
	float m_minRange;
};

struct AOEAI: public CreatureAI {
public:
	explicit AOEAI(Creature *c);
	bool CanAIAttack(const Unit *who) const;
	void AttackStart(Unit *who);
	void UpdateAI(const uint32 diff);

	static int Permissible(const Creature *);
};
#define VEHICLE_CONDITION_CHECK_TIME 1000
#define VEHICLE_DISMISS_TIME 5000
struct VehicleAI: public CreatureAI {
public:
	explicit VehicleAI(Creature *c);

	void UpdateAI(const uint32 diff);
	static int Permissible(const Creature *);
	void Reset();
	void MoveInLineOfSight(Unit *) {
	}
	void AttackStart(Unit *) {
	}
	void OnCharmed(bool apply);

private:
	Vehicle* m_vehicle;
	bool m_IsVehicleInUse;
	void LoadConditions();
	void CheckConditions(const uint32 diff);
	ConditionList conditions;
	uint32 m_ConditionsTimer;
	bool m_DoDismiss;
	uint32 m_DismissTimer;
};

#endif
